Fresh install of 5.5.4, new project, 42 compile errors

Like the title says. I create a new project, add c++ class, and get:


I’ve tried with and without the visual studio tools for UE. I’ve tried disabling live coding, I have triple checked that all the required components for VS (Community 22) are installed.

I’ve been chasing this for two days now and am at an absolute loss. I’ve uninstalled and reinstalled the engine (in a different location even) and… nada. I really don’t know what else to do. I am really reluctant to uninstall VS as I use it for work (C# Revit API) and have it set as I want it for that pupose.

There has to be something else…

I’ve got similar issue…

Are you using MSVC or Clang? Although the project is new, let’s just do a few sanity checks.

  1. Go to YourProjectName.Build.cs and see if the Dependencies array is not empty, then Generate Project Files.

  2. Go to BuildConfiguration.xml found at:

  • %appdata%\Unreal Engine\UnrealBuildTool\
  • YourProjectDirectory\Saved\UnrealBuildTool\

Inside the xml file, make sure it has the default text, it should look like this:

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
</Configuration>

Your issue must have to do with UBT, just need to know what is causing it…

MSVC.

build.cs looks fine:

{
	PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

	PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });

	PrivateDependencyModuleNames.AddRange(new string[] {  });

	// Uncomment if you are using Slate UI
	// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
	
	// Uncomment if you are using online features
	// PrivateDependencyModuleNames.Add("OnlineSubsystem");

	// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}

both UBT xml’s are correct too…

1 Like

let me guess, if you show the output from ‘Build’ it throws an error saying
‘Expecting to find a type to be declared in a module rules named ‘VisualStudioTools’ in ‘UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’. This type must derive from the ‘ModuleRules’ type defined by UnrealBuildTool.’ ??

For me there is something going on with Visual Studio Integration tool. If I remove it from the project, I can build. With it, it throws these errors like you, and this is me just trying to compile one of the c++ example projects.

I’ve sort of been able to “fix” it for myself by installing the visual studio integration tool in both the engine and the project. I got some weird error the next time I opened the project but I let it rebuild what it wanted and it seems to be OK now and able to compile. I really hope this helps… because I was personally starting to get a little put out by not being able to compile a fresh project.

Nope, that error shows if I install/activate VSIT. But the compile errors are still present with(out) it.

rip. I feel for you. only thing I can say is double check to make sure you get everything installed for vs



i really don’t know where to go next…

Make sure you have .NET 4.6.2 Targeting Pack and .NET 8.0. You can find them in Visual Studio Installer → Individual components tab → .NET

Last few things to try are the following:

  1. Go to “…\UE_X.X\Engine\Plugins\Marketplace” and move the content somewhere else, don’t need to delete them.

  2. Right-click on your “.uproject” and edit it in a text editor. At the Plugins array, if there are plugins present, disable each by changing them to "Enabled: false"

Then build the project again.

both .nets are installed.
don’t have a marketplace folder. this is a clean engine reinstall. no plugins added to the engine or the project.
done. after rebuild my error count went from 42 to 84 :man_facepalming: (though they are all duplicates of the original 42).

just switched off every single plugin (except the plugin browser, which also kept on plugin utils), restarted the editor, then restarted vs…

computer says no. still. :frowning:

I have similar outputs somewhere inside VS. The shown errors seem to be about something what FreePascal calls “Generics”, types that are specialised before actual use.

And despite such errors, VS also summarizes build result with “no problems found”. This feels a little strange to me. The errors are reported as errors, not only warnings.

And I was able to work through the “FloatingActor” tutorial at least once despite these errors. But have lots of other problems, not sure wether they are related to that strange VS output.

So I’ve now basically scaled my Windows installation back to the bare bones. Uninstalled (and cleaned out) the Epic Launcher, Visual Studio, all of my Autodesk apps, all of the .NET frameowrks and runtimes, and pretty much anything else that could reasonably be suspected of giving this situation so much as a dirty look…

First installation was the launcher, and then 5.5.4. Then Visual Studio, following the VS setup how-to to the letter. Create a new blank c++ project, add a new blueprint function lib class… and 42 f%^king compile errors.

This is seriously beyond a joke now, it appears this issue is a little more common than I originally thought - and other than turning off live coding helping some, there’s no solution in sight.

Just making sure… do you have the Visual Studio Integration Tools plugin in your project? Here are a few things you can do:

  • Go to your .uproject file, right-click and select open with → (text editor of choice). Check your plugins for Visual Studio Integration Tool. If it’s there, just completely delete it.
  • Check the error list just to make sure there aren’t any more problematic plugins, I had a few in the Binary version.
  • I assume you know how to do this, but just making sure—set your build to Development Editor (at least for now), and Wn64. Right-click on your projects’s name in the Solution Explorer, set as startup project. Right-click again, select build. If no errors, Ctrl + F5.
  • When you open the Solution, there should be a tab that pops up where you can test your Solution for errors with integration. Run the top check, if all come back green except for VSIT, you’re good. Otherwise follow the instructions to fix all errors except the VSIT one (that one will likely break it).

You likely know a lot of this, but I hope something in here helps :slightly_smiling_face:

Please go to “%localappdata%\UnrealBuildTool” and share with us both Log.txt and Log_GPF.txt in a spoiler tag for each. Just be careful as it might show your %username% and project name and path, blur them if you choose to as necessary without accidentally removing important information.

This is really frustrating, I will try to help you solve this.

Kind regards

tried with it both installed and not. it’s currently not as my understanding is that the plugin is out of date.

In the previous installation of UE I tried turning off all plugins except the plugin browser. Reinstalled, left ithe plugins as default, issue persisted. Currently, my uproj file reads as it does when you first create a project:

{
	"FileVersion": 3,
	"EngineAssociation": "5.5",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "PoR",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		}
	],
	"Plugins": [
		{
			"Name": "ModelingToolsEditorMode",
			"Enabled": true,
			"TargetAllowList": [
				"Editor"
			]
		}
	]
}

UE Test Adapter passes. So too does BP support.

The naming convention checker and HLSL support both fail. I’ve never had either of these setup, and I doubt they’re the issue here given their focus.

Appreciate you taking the time with these suggestions.

Attached unedited files as requested.
Log.txt (2.5 KB)
Log_GPF.txt (447.0 KB)

Yes, yes it is. And I appreciate the help…

Is your build succeeding? Are those errors you are mentioning intellisense errors/warnings or the game is not going through the build? I don’t see any exit codes in your logs

the build succeeds.

It has to do with the header files. Either Visual Studio did not finish parsing all of the header files or the PCHs are missing somehow…

This is my last straw unfortunately:

  1. In UE, go to Edit → Editor Settings → Source Code → pick “Visual Studio 2022” instead of “Visual Studio”
  2. Generate Project Files from .uproject context menu in Explorer.
  3. Wait for VS to index header files
  4. PROFIT???
  5. If not, do a Clean build in VS then repeat step 2 til 4

No dice :frowning: